 And all that community here we are it's blender today 59 we're here together for another week of updates It's blender today or blender Tuesday I would say please give me a thumbs up if the audio and everything is okay So I don't have to worry about it later and just can focus on the actual news There's plenty of news actually it's good to do it one day later because there is a very good one That was added today that will it will make the show a lot a lot a lot better So if you haven't seen it by the way today I uploaded another video on the Blender developers YouTube channel that you can check out If you go to the Blender developers YouTube channel YouTube slash Blender developers You also link it all over the place, but it's a It's a summary of what happened. It's basically a thing. It's so weird to see myself here But thank you for the thumbs up, but it's a summary of what happened during the home stretch week I already mentioned this a few times here in this channel and in this live streams But it is a nice six minute video that will give you a bit more of our insight and actual Videos and pictures of what what happened this week. So let that week. So with that being said, let's move on to the news This week we have a specially updates on the viewport on the UI Fixes and there is some really good things coming up for the For the outliner, so that is pretty pretty nice. All right Looking very good today. You think I'm feeling a bit under the weather. So sorry if my energy is not as that's as Matching the awesomeness of the things that we're gonna see today There's a list already being worked on on the dev talk Forums, but I have my own this which is this basically with a few other things that I added today So we get together We we get at them together and we're gonna talk about it. So first thing I just uploaded Blender and Let's continue took me like three minutes to get or less to get straight to the news work and getting I Hope I'm getting better at this. So the UI changes there are mainly there there like like wrap like Part of these wrap up of 2.8 try to try to get the essential features That are the big aspects of Blender 2.8 like polished, you know something that it gets that that it gets People like doesn't feel like it's rushed or it was like not well thought through. So the Top bar was one of the big things that was part of Blender 2.8. It was implemented It was tricked. There were more options were added and the concept of having the top bar in The top bar in the top was nice. It worked really well. For example, when you're doing 2d painting It's it's fantastic. You can just draw and you have all the settings here or when you are also Sculpting it's it proves to be really really handy and you still need some of the tool settings available on the on the sidebar So it's a it's a mix of both but now you have duplicated content sometimes here in the top bar so The issue was that many or if not most of the tools We don't really have a lot of settings. They are like a few like measures and have anything and in edit mode Some of them like bevel has a few but like most of them don't really have more than a few options So having a whole top bar for Just a few settings wasn't really really It's a good user space. So now the top bar is gonna be part of the editor where the active tool is being used In the default layout is a 3d viewport. So when you This is not the final final Version is still worked on and on a branch But the way it works now is a bit of you get a bit of the how it's gonna look the Top bar as you can see now doesn't go all the way from left to the right And now you have a bit more space vertical space for the outliner usually in the default layout and all the settings are gonna be shown in the viewport there is also the the settings for The pivot point the transformer orientations They're all now in the top bar because they when there is an active tool They there is room for it. So you kind of make some room for it so Good to see that everybody's having fun with that Everything seems to be okay. The offset is the outcome is two pixels offset speak of need peeking But I'm gonna fix it. I'll see if I can continue the show with it with that in my mind the Another thing that is gonna change and it's not right now on 2.9, but it's gonna change soon It's a it's in a branch. It's called temp top bar UI branch and it contains basically this changes plus the settings for That the tool settings are gonna be here on the side They're gonna be on a panel. Maybe they could be on a tab I think they should be on a tab because they will will make them a bit more of a first-class citizen instead of just being Somewhere here. We have too many too many panels in these that they're not even related right that transform only shows active Object settings as opposed to view which is part of the view pretty course or this could be in a Panel somewhere like popover or maybe on the Pretty course or two. So there is a few things that to be to be the need to be thought through and also that the Top settings like these ones are gonna be shown like the top part is gonna be shown automatically per workspace for sculpting for Painting texture painting or Chris pens it were there mostly used most of the Most of the time right now You can there is an easier way to hide the top bar You can just right-click and you can do show tool settings. It's gonna hide them. Then you can do You bring it back There you go show two settings, you know, I I Couldn't I didn't get the right click of the toolbar When clicking here in this empty space because that's another feature that I'm gonna talk about now. It's It's It's awesome. Let me continue with this You can also toggle the header and the menus from here right click on the Either the top bar or the header between the buttons or close to the buttons Because now Ladies and gentlemen a fix was done today a few days ago that Makes we're gonna make life a lot easier The it's a fix is not a feature. It's the Empty space in the regions say Toolbar or the sidebar or the header even it's not gonna steal your clicks anymore So it was very normal to see like even I had it like just you don't realize sometimes that maybe The the sidebar was a bit too wide So you were modeling something here and then you try to like pan with the mouse like middle clicking in this area and if that wouldn't work because the click would be absorbed by the Empty space of them of the sidebar, but now those clicks are ignored The area where you can click is defined by whatever is visible basically There is one little glitch that I realized that today, but I already reported it that if you like minimize the panels and You will still see like it doesn't update this line like the the course are here to Make it smaller But if you hide and unhide then it does then you don't get the the 3d the 2d cursor to like Split it or to like resize you don't get it anymore unless you actually are in somewhere where you can see the abundance very nice feature Well feature fix I think it also works for the for the header So if you're up here, you can still click around and it's super nice the same for this It's a it's a feature that is affects every region so in every region in the editors that have region overlap enabled I am probably I am developer But yeah, let's continue Everything okay. I feel like I'm talking a bit too much, but maybe it's because I'm getting sick Let's move on with more UI updates This is a small one the collection visibility it was it was a pop over here in them in the header But it wasn't really used that much and then you have to click and then you wouldn't see at a glance So the it was decided they will be moved to a panel here on the sidebar So the popover is now moved there It's a if you like it the other way it's a fairly easy thing to change back because it Popovers these guys are basically shows Panels that behave like a popover like a drop-down, but internally there's this panel so you can Register it in a different way and it will just shoot it work And everything. Okay. We want the transform button back transform. Oh It's a it's a you can yeah, you could you would be nice to ship click and then you multiple of them, but the transform It tool is gone because now you can have them enable all the time regardless of the of them Tool that you have in I See you more than I see my mom And I actually also see you more often than I see my mom That's bad. We should see your mom's more often. Well, we can Blend rig is available for everyone. No, what a change of topic from mom's to Blending I it's the one thing that I forgot to mention Last week is not really related directly to Blender, but it kind of is Blending is a Address Blender Blender is a rigging system that is free for everyone It's hosted on the Blender cloud, but you can download it's like actually available for everyone It's had been updated for 2.8. So yeah, you can now just go and get it so don't get lab So, yeah, just a small reminder that I saw somewhere on my on my notes. So let's let's move on With more Blender stuff Colored icons that's coming. That's coming. It's in the video that I just posted It's also common. There is a task already And it's high priority. So it means they're gonna be tackled by But as soon as possible Mornius is the Edit mode. Yes edit mode. Remember. Have you been a fan or not? Are you part of the big edges team? There has been a lot of discussions lately, but not lately since it was added basically on the thickness of the edges in edge selection mode It was decided time a long time ago how to like how can how can we tell apart the vertex selection at selection and face selection modes the decision was basically Just use the opacity of your Your component. So if you have the vertices, it means that you are in vertex select mode If you don't see the vertices, but you see the edges darker, then it means that you are now in Edge selection mode and the faces are gonna dim slightly the Edges, but the faces are gonna be a lot more Visible. So for example If I switch you see the faces are not as as orange or as dark as like it's just the opacity You can also change it in the theme As the other modes what happens if you combine them? Well, they just combine you get everything you get dark edges vertices and dark faces So that way, you know that it's like super you're all of the modes together So let me know what what you think about it's this one Then Another option that was it's kind of similar to the it's kind of it was done in the same at the same time I was hiding and hiding with the right click the show header show tool settings and the show menus It's an option. It's in the view Settings to change the adjust last operation. What's that? Well This floating panel that appears at the bottom. It's not really floating. It's like kind of stuck there But this panel is enabled by default, but a lot of people were not a big fan of it. It's supposed to to replace the Or be coupled with the f6 In blender 2.7 this this this one this option this one was removed from blender 2.8 It was simplified basically this one shows all of the settings in 2.8 It was simplified and it was put to the corner so people can see it a bit more often But there are people like especially advanced users and not really using it or they are used to the shortcut. So what Changed is that you can now disable it. You can just adjust last operation. You can hide it. You can also Now press f9 It's a new shortcut. It's not f6 because f6 would be in the middle of four empty keys a Five six seven and eight. They're empty. They don't have any keys any action attached to them because the idea With 2.8 is that you add your own shortcuts here or that add-ons can have their own shortcuts in 2.7 The add-ons have to fight with blender's internal shortcuts. There was like a Very few keys free. One of them was the Q key and it was used by like a ton of Add-ons so now they're more free key keys free so they can they can Fight for the best ones. So the do I need to learn all the new shortcuts for 2.9? No, you don't have to there is a In the splash screen. There is a when you first start Blender or in the user settings in keymap you can change to Blender 2.7 That would make it same is basically Blender 2.7 keymap Or you can use the industry compatible keymap the Blender keymap in 2.7 in 2.8 is pretty much the 2.7 keymap without many of them removed there are a few changes like F2 F4 all of these Mainly on the F keys Then also like a for the select you can still do top a twice to deselect things or a or top ones for for Selection But it's pretty much similar. It's not like still Blender underneath its core still Blender the Last thing that I wanted to mention regarding the UI is mainly about the file browsing This is a feature that was actually I saved the link because I wanted to give a shout out to the developer from The community it's a feature that was added from a developer One of you watching this I hope Sharon Ranjit he made these These feature it was actually a fix mainly mazes more like a fix that the File browser didn't remember The type of you that you are in so maybe if you were watching it as a thumbnail And then you close the file browser and you open it again. It will go back to detail view for example now it remembers So very nice for I think you Rajit for check taking a look at it Wait, did I say your name right? I Did I think get on Rajit? Yes For for taking a look at these things. It's very nice So you have people like making Blender trying to make it better with those little things that help quality of life kind of things Smoke and fire in EV. It's already possible smoke. It's actually very good actually spring of a movie project had and had a Bit of smoke most of it is cycled But there is a few parts where it's was just basically easier and faster to make it in EV or even in the workbench engine All right, let's move on the Let's let's talk about a few more hefty things in the viewport the There's a new way of seeing the new way Yeah, okay, let's call it a new way a new feature That allows you to see vertex paint vertex colors Even if you are not in vertex paint color, so the the way Blender 2.7 Did it didn't give you many options. So if you were painting if you were painting for example, you're Trying to remember how these were okay. You're painting something With the vertex colors, then there was really not a way to like have your texture on top And it would be multiplied on top then you would you really didn't have an option to to You could either see it completely texture completely or with it with the overlay on top So sometimes I will have to make a dummy vertex paint to put on top that it was always white and it wouldn't multiply It was very confusing in 2.8. There was no way to see the vertex Paint when you were not in that paint mode. Why would you want to see it? Well say you actually were just painting a little bit on your on your Mesh, right? You're painting a little bit. Then you will see the vertex paint then you go to object mode. You don't see it Seen the vertex paint has many many uses it you sometimes use it for masking for example for using an inside of a material Or also you would use it in Dynamic paint and the fact that it works now is more like a side effect But it's there is more changes coming for especially for dynamic paint because it still needs to be seen a The the white paint needs to be seen and other modes also need to be seen there So this new way of seeing it is in the shading pop over and see single object Vertex and then material random texture. So it's same as before now There is instead of being one row that it was hard to read now is two rows because I can connect it with another feature that was added This week that may be interesting if you're making add-ons is that when the enums with expanded enums when this list Becomes too big and you're using a grid column now blender will automatically make it look like this make it like two lines instead of being Like it's trying to collapse everything and just adding dots at the end of the words because it doesn't fit Now it's a bit smarter if you use flow column or a grid column, I think It's a yeah So it's a feature inside of a feature that I wanted to explain But actually this one is better to see it if you have for example if you have a nice plane pick no For example, you have it so divided a few times and you have a nice plane with a You guys see it. Yes For example, you have this guy with a little bunch of Particles so they have someone like that and if you're using this particle system for say Dynamic paint maybe a little canvas over here little You can have a big canvas. Yeah And this one you make it a brush and the brush instead of using the Mesh is using the particle system them then here, for example, you should see the color of the of the Texture of the of the vertex paint so Now thanks to this new mode you can choose vertex and you can actually see what's going on Even if you're not in vertex paint mode so that's awesome and it's also gonna come for the other modes for the Way none of our ways but for weight also you're gonna see it And I always like to see the way the fact that the waves affecting The awesome dynamic paint which is coming back It's not a bit a bit broken because of the because of the UI stuff the interface But it's gonna come back something that came back though and it's a yes It was brought back it was missing feature is the analysis of the mesh The mesh analysis stuff. For example, if you have a messy mesh and if you're in edit mode in the overlay settings You could have for example the Mesh analysis options these options were actually there are not working before and they should be back and Maybe not in this mode Huh I have to check it out or maybe the the because sometimes I work with patches and the patches are added Are on my local version, but it's coming back. So it's just Sleep. Well, it's gonna come back. I should have tested this and I tested it out with a patch It's coming back It's mainly used for 3d printing when you're actually doing 3d printing. You will see You would use it really often for example if you mesh is to thin first to for the 3d printer Or it has overhanging areas that could need some support for for 3d printing. So yes that it's back and Oh another option another Yes, okay. Let's see. This is an option For an option. So you see this grid and you see this how do we call this thing? We call it a grid in Lender, right? It's always been the grid but if I was a big and rich company, I will say Introducing a new feature Clusive for Blender 2.8 called floor What is the floor? Well, it's a grid basically. It's just the grid Now I've got split in two parts. So you can disable the floor and then you won't see the grid this grid basically the 3d grid and then when you go to the Ortho view like the top the left right, you will see the grid. This is what happened in Blender 2.7. There was There was a way where you could just hide the grid under display grid floor and then you would in There was no way to hide it in the ortho mode. It was very annoying sometimes just to To not be able to hide this thing. So now you can now you can it's split in two So if you hide the grid, it's gonna go away in the There in the ortho view and then if you can show if you show the floor It's gonna show only in the preview. So pretty nice Floor flower. Yes, we've got flower to make a cake Hey, why is it great great out? Or It's great out in the in on ortho view interesting All right, does the outliner have a vertical scroll bar yet? It does when you need it. It doesn't when you don't It's a AI All right, let's continue I Already talked about the UI staff option to toggle last adjustment. Yes Okay, may minor things the these options that I show you how to show the header and the menus and the tool settings They are now toggled is more like internal thing that changed But before if you are making items and you were using these settings and there is a change in the API because the Regions they all have like special code for each editor, which was a bit overkill now. There is a more global way of changing it basically so look up the the API changes for that So now there are toggles you can actually see here and you can click on the Has a checkbox which is makes more sense Then oh this one is great and I saved the link because you need to see the pictures of before and after This is a fix that it's crazy How like I didn't notice it before how badly it was so I don't know if you guys get to see I hope you do like the numbers in The graph editors in the in the 2d view basically the numbers. They were so misaligned So basically this is this is frame So 150 So here for example This is frame zero Like the the zero in the y-axis and it's offset by one Then this is actually to this one two three four are completely wrong now. They are not so you will see Here I make it the same height Same size You will see the difference That Before it was misaligned and now you will see that zero actually starts there down there to four and six so It was insane. How can you like I think I maybe I'm noticing the past But I never really paid attention. So now this change makes it more accurate to the vertical bar is now aligned It's it's hard to see it here in a picture, but you just check it out now on the everything You can trust the numbers on the side on the on the vertical at scroll bars now So, thank you jack loop for fixing it then Some misaligned us changes. I think that's all for them for the UI viewport and manual UI thing settings the misaligned us changes Who loves Missing textures or images Packed when you are like missing data on your pack images I don't think anyone misses that there was a bag you could say in blender that if you had images with Floating point values for example like 16 bit 32 bit and then they On save they will be saved as regular images and you will lose data now The images will be saved as opening xr. So they're they're built-in blender this change is Looks like something small basically now the packing of images supports opening xr and png and like or png either too and then you can pack your multi layers Renders for example, you can pack them inside blender with something was impossible before and you're not going to lose any data. So great Props about that to brecht for for fixing this issue and I was looking at the call at the at the commits and before that commit of just Saving an image packing an image There were like four other commits about the saving of an image splitting it from the operator to making it reusable and then like So much refactor had to go into that it makes me think it's like yeah, sometimes you think of a Of a feature that is like why can I pack my opening xr images? And yeah, I basically took a lot more works. It's just it's funny to think about those things Um, all right Or the links files. Yes. Do you mean inside of a project? Yes project or in our link as well Like whatever images you have well, no the link the linked ones will stay linked But the ones that are packed inside of your blend file. That's what I mean. Sorry if I'm mixing words I'm I've been kind of sick. So I have a sip of tea today And I'm using a render for blender internal blender internal for the win Let's continue the uh, oh, this is a this is a small one, but the auto saving of blend files in so for example, yeah, go to your temp folder. You will see that there is a um Like the names this very very internal stuff the saving the auto saving of files in blender The way I did it before it would basically if your blend file for example, I open This blend file and I make an awesome My awesome project If I don't save this blender will automatically save it. It always saves it every two minutes So that's why when people say I lost my project Doesn't really you don't really lose it blender saves it even if you don't ask every two minutes by default the This file will be saved with the name of the like if you didn't set a name Blender will pick the name of the process the number of the process of your computer, which I believe like in in Um, I think you can see it on on windows on the list of processes that are running but on on linux you can just basically you just run You just run top for example, and then you should see blender. It has the process Um Three 23,000 something something for example, then this number would be the name of the valenthal Under score autosave. It was great, but it happens that if the file has a name Like for example, this one I will I called it untitled then blender will call it untitled underscore autosave Which is great because it means that it will save it Like it will save it with the autos with the ma the name that I choose that it shows like graph eight or colors It will save it And then it will add autosave to it the issue is that if you have two blender running with the same Blend file open and you are making changes Okay, you're actually looking for trouble if you're doing that same blend file in two different blenders autosaving changes they could conflict and That was uh, yeah, they could conflict basically because It was blender show was using the name and the autosave part But now this is the old the old name the new name contains the name plus the process number like the your blender that you're running underscore autosave so there is no There should be an issue with Two blend files with the same file autosaving on the same folder Did I explain that right? I think it took me two hours to explain You need to use htop not top only notes. Yeah, I use both I use both like htop It just has a bunch of colors and settings. I'm much prettier, but um, yeah Usually, yeah Linux stuff there's always a better thing I bet there was someone that says no, no, but there is this one version that is the indy No one knows about it. It's called f top or not. I don't know No, hey, that's camera stuff. All right, let's continue the Before I continue with the questions By the way, are you guys asking questions on blender dot today the community? You remember, you know that this this live streamer actually around the blender community should check it out There is here UI updates. There is 27 comments. If you haven't asked your question, please go there I hope I can answer most of them But yes, um How about a mac? And it's probably the same mac is unix and under the hood they use the same Not the same but similar concept. So I bet they're using the same Or it works in the same thumbnail of your texture in texture node the texture. Um, well then the node system is gonna be a factor for all that is, um, the the the Yeah, most of the functions, for example, the new the everything knows is gonna tackle many of those issues, but the For example, if you go to the code blog, you will see in the module teams Blog post you will see that there is people assigned to every section of blender and you will see that some sections have been Marked as end of life basically. So what does it mean? for example Particles and hair fluids and smoke They are end of life at the moment because they're gonna be replaced for something else In this case fluid and smoke as it is right now the system that is right now if You you report a bug I like a bug in the way the physics work for for smoke simulation It might not be fixed because they're uh, they will be it will be replaced with mantaflow Like for good mantaflow is gonna be the the way of doing Fluids and smoke. So yeah, that that's for example, the same the case with the um with the texture The nodes and the texture editor. So if you go to texture Texture painting not texture nodes end of life is going to be replaced with shading nodes And that's going to bring about a lot more features, but yeah then just to answer that one and I think okay one a few more features the One came up improvement in the graph editor. You can now use the shortcuts control home and control control end to Set the start frame and the end frame of your animation. So you don't have to go to the Timeline to do it. You can do it from the graph editor, which is pretty handy Sometimes you don't have the time and you only have the graph editor So now all the animation editors should have the same shortcut for for that the Other maybe that shortcut should work everywhere, right? Like who's gonna use control home for Like a control home centers of you home centers of you control home. What do we do? Interesting Yeah All right, maybe we can just use the globally And that it's all the outliner by the way the patch that is being worked on and is not yet in blender Unless they added it like now. No, it's under review. It will make it so you can see the Hater key on the Outliner so like the way you did it in blender 2.7 where you can see if an object is patented to another object or in the pattern Or the object is children of another objects and that that you can it will be able to see it in the Outliner in 2.8. That's something that people were really requesting. So yes, it's gonna be added and it's under review And I think that it's all for now. There is a few Changes in the the spline ik this one. I Can't show it right now, but basically the you can now change the length of the Of the bones in y. Yes, there is news for rigors that in spline ik you can change the the length of them of the bones and B bones you can also scale in and out properties into x and y values So you can do crazy things and something I didn't show last Last week it there is a very nice gift showing a huge Improvement in the way B bones worked. It was it was already added I just forgot to mention it last week But this is how B bones used to work and how they used to work in 2.7 and before The B bones if you don't know there are the bones that you can split into many parts And then you can twist them in the at the beginning and at the end And it helps you to reduce the number of bones Usually you can have crazy formations with less bones and especially for the for the spine is very cool But yeah, I had some issues Now look at this ugly Not ugly ugly Not ugly 2.7 2.8 rtx off rtx on super nice The okay, let's let's let's continue with the Let's start with the questions actually Before you guys. Hey, wow, you added 10 questions in like no time All right, so You I love it. Yes. I'm here in the right place Let me have a sip of tea while I read stretch The B bones improvements gave me a moment of insane joy Yes, sorry. I usually forget some of those features about like rigging But they're super important and they are maybe this is easier to read. Yes They're super important to To have them so I will Do an effort to show them more Catano asks I paolo me and others would like to make graphical builds But the weak instructions for static link libraries and linux aren't clear could someone add some details into this part I will ask the The developers to add more details if you go to the graphical the homepage. I'm linking to Probably you're talking about this I'm linking to the blender wiki where you can see how to build blender and how to do it statically for linux this part if The if this process is not working then you could ask for help also in the dev talk forums here in Compiling blender building blender And here you could ask about it And if not, then we can poke the developer feel free to poke the developers there. It's uh Some some things we have to You have to fix and especially now that so many people are uploading things to graphical They do this like mantaflow mantaflow UV slim algorithm. So for the for the nice UV and wrapping. So yeah many many many things Great job community. You're awesome Alex asks is it possible to have an industry standard axis option x-axis x y-axis up A single switch in preferences. I don't yes a single switch I guess could be possible. It sounds so much work like the change how all A whole axis are I'm not a developer, but I can imagine that is a huge Huge amount of work for not so much benefit in a way because Yeah, it's not industry standard. I like this this it's mentioned here like 3d max works that way and You know completely Industry standard, but Yeah, it's something that it should be worked on at some point like we're getting blender more into like the Business but If those other software do they have an option to change it back? Maybe you can change the That's not a good thing to say But maybe for the time being the other software could change it back and then try maybe I don't know how the import export is gonna work though Yes, something that I should be worked on, but um It's not planned as far as I know for the time being at the moment. Maybe if somebody from the community contributes that that It sounds like a lot of work, but if someone from the community can dedicate to it, it would be awesome um Developers always welcome this kind of Contributions that are crucial, but maybe developers at the moment the core developers. Maybe better spend their time on improving The performance for example that is super important I would say it's even more important to have a faster more stable blender than one that you can change the y-axis so If the community could contribute to that it would be awesome Mamadron, I hope it has some days off during Easter Uh, I had yesterday off. Yes. It was very nice. It's um, that's why I didn't do the the The livestream Is there a way to have a cloud computing besides cloud rendering with blender? It would be very cool to have some something like stadia for blender Sounds like a lot of uh, like a huge project, but it should be there is no way it's photosign. Oh besides cloud rendering but it should be Should be possible, right again. Yeah, it should be it should be Regarding the movie spring is a girl an actual girl or is she something like an spirit? Or coming I should ask the the artist about it. It's a I think Is more like a spirit. I can ask Andy and asking for next week, but uh, yeah, I think it's more like spirit I think your next open movie short blender animation studio should try something realistic characters to properly Properly show blender capabilities That's boring. Who wants to make realistic characters? Well, I mean, yeah, yeah, okay. I don't know. It's it's cool. But if you compare like I don't know realistic usually goes wrong. You want something realistic? It goes wrong. Like, what do you enjoy more like? back in the day in the day it's like polar express with like Some hanks so weird, but kind of realistic at some point, but also like like the texture realistic, but they were or Spider-man into the spider-verse like I will go more for that like style like be very original with Make use of all the tools in blender to make something new But um, yeah, I I don't have a say in that The blender animations studio should yeah I don't know if we should Try for that for releasing um The move rotate and scale active tools don't make sense anymore They seem like a buggy version of the move rotate and scale gizmos since you can't box select You're stuck doing a single action At a time and have the to move the mouse Turn the buttons of the toolbars just turn on and off the gizmos. You just want um, I think there is a thread about it on dev talk We want to discuss about it. I I haven't used them much yet. Um, but There is a threat on it. So it's something also that needs to be discussed and it's part of the polishing of the viewport of the tool system To the until mid-may like I said in the video All right, use the dark mode. Should I use the dark mode? Okay. I'm gonna use the dark mode. Thank you I also like the dark mod a lot better a little more readable Sorry if I blind some people Um, this question is hi paolo. I wonder if it's possible to have resize option with control Middle mouse button in the outliner It's not possible in the outliner at the moment. I don't know how the text could There is really no section in blender that has a lot of text that can be scaled properly at least for example the the Power browsers for example like you go to like you can't middle mouse control middle mouse to scale Maybe it's a good thing for the developer for a new developer to work on. It's uh It would make sense. Absolutely. I don't see any reason why it wouldn't would make sense There any chance to have 2.8 shortcuts for moving and rotating objects With shift control mouse wheel Shift alt mouse wheel as they were in 2.7 I think this option would be useful um I don't remember those but we should may yeah make a Put it on right click select. Let's see how it was there like when we have more time now in the last stream I can't but um, yeah, let's discuss it over right click select and maybe then make a thread on um on dev talk Because the the cut and came up is supposed to be minimal but may sometimes can be too minimal like like If it was actually useful and a lot of people use it then it should be added Jack brown if I want to exit blender without saving the project There's still the old little pop up in your videos. There is a new pop up where you can click save and exit Um, but uh, but in your videos, there is a new pop up where you can On my then the pop up I'm using is because I'm using linux this This is the the default on on linux windows have their own native ones and mac also have their own native ones if I'm not wrong There is a patch about Changing this and making all of the platforms use this one But it hasn't been finished yet. It's it's in the works So the issue is that each platform has to show the buttons in a different position because the Windows has its own way of putting wind buttons and this is the blender way of putting buttons So, yeah, it needs to be done, but it's it's actually on the to the list um That drago asks love the show. Okay, you're 10 questions There is a bit of cheating but uh, let let's see well with the render image and render movie button return no plans yet Will the remove double button be moved to the delete menu? No Plants yet. There is no discussion really yet over that uh, we'll Oh because the the issue was that it does basically merge like So the should the merge option be there because remove double is really merging with distance zero If you think about it, so maybe the remove double should become merge and the merge should be Deletion should be in delete That's uh, try to think it that way Will blender get a hair system or hair drawing tool that can be exported to a game engine? Well, that's a huge question First is will blender get a hair system that can be drawn like can we use a drawing? I I think it would because it will be awesome Then if it will be exported to unity or unreal, then that depends on unity or real. I bet you will because the fbx Export is really under development. So It's keeping up with the development of liner. So it should be possible But those questions. They aren't very hard to follow to understand Will it be a tool that will make animators work easy Easier it can be like an add system that will allow us to simulate like a game engine And use a camera to record animations render it as a movie when you're done like next gen animation Like a game and use um There must be an add-on that does that in think right like blender in blender 2.7 Even even you if you enable that and then you run the animation And then you just move around Like that Then the animation should be safe. Yeah, you see it's actually safe It needs some cleanup, but it's safe actually you can just set auto key and then just animate Then um, why the blender doesn't have an orange theme because the themes are not finished yet Will blender get visual coding to make add-ons. What do they mean? There is add-on there are plugins for Sublime and for vs code look for them to make the add-ons What is the delete and the x buttons used for the delete menu? Why not x key for something else Because the x key is next to like it's on the left side of the keyboard and you it's used all the time Deletion is used all the time. So it makes sense that it's on the left side of your keyboard Why can I select all three time form tool for the gizmo like in 2.8? Or you can just select the gizmo All three And then you have them Maybe I understood wrong. I'm trying to go fast as possible um When will the top bar get icons? They're they're working on it in the new way. How can we see double faces? Um, not sure if that's missing then it's just an overlay that it needs to be added If I switch to the camera view the gizmo x y set disappears It would be great to see it in the camera view too If you're in the camera view They're here Is that your um Strange Ah, when if you select the camera then they disappear. Yeah, because then they will be in the face Uh, but there was a um a design ones proposed to have them here on the side like around the camera to like control the the zoom and like, um The um Anything basically the focal length the depth of field and in those like the pull push That will be very nice. So people you should make a A mock-up and make a demo and maybe developers can implement it easier What is the status of view layers? I can render layers and collection So you can split your work into layers and render in compositor and do proper compositing um, they are they are working actually we use them in um in Spring we use collections hold out um You name it. We actually use random layers your layers You deem in blender will have featured to paint across like mari. I'm not familiar with you deem and haven't used it yet. So I can't come I can um Reply to that will the blender team Will the blender team team up with the e-cycles team adding to the current cycles will be great speed up to the rendering time I think the the the blender team is currently very busy with like actual like Blender 2.9 stuff, but the e-cycle and also the e-cycles team. That's a paid plugin That I believe they said like after a year They will like get in touch with the blender foundation to to maybe contribute the code So that will be awesome. So let's see what happens in one year Um next question. I had a problem changing the look of that setting without going to the easy setting Um, yeah, that's a designed issue that needs to be thought through that Yeah, if you're in cycles and you want to change how the look dev looks you have to go to the settings, which is yeah Should be a better way to work on that Will ever be anti alias passes like for material id? um I think they passes for well you can use um Um, cryptomad that should be that should work What about studio like some bike back faces and can we make dark in color for flip faces like in 2.7? there is No, not currently you can you have to use the um the the face orientation Overlay and yeah, it's very limiting in a way, but um, yeah Feel free to propose like a fix for that or like a better way to integrate it. Maybe it should be a better way to do that Um, I think I'm running out of time. It's like two minutes to Six o'clock, so I'm gonna answer five more questions and let's see if I can make it Everything okay here in the chat and um Uh, okay, so I'm blaming some bashing to a Maya. It's usual um Let's try not be that guy and Like insult other software. Everybody makes things different and you should use whatever you feel comfortable with Um, let's well one I said five more questions. So okay time Kill is clicking sticking sticking Um I know some render farms have issues with 2.8 Not being able to run without a connected GPU to render with cpu only This is something that will be addressed in the future. Yes. I mean you can run it Offline you can run blender offline. We use um for for cycles you can you can use it normally should like 2.7 actually The um farm that we are using here locally. It doesn't have GPUs. It's just servers and it works Um question number four. So how did spring get so much detail in the ground so divisions? Yes, some divisions tons of them displacement How can I achieve the same result without melting my computer? You have to melt your computer unfortunately Now you can use normal maps, but yes for try to only add subdivisions where you actually need it Um, that's what we did here. It's like, okay Spring is stepping in this part. Okay, just subdivide this one part Um, how many please get parallax mapping. That's uh, actually something I just planned for the future the Issues to make it work with all graphics cards. I believe Open bdb rent. Okay asking for a hey, hey everything. Let's let's hope for 2.81 2 and 3 and more the open bdb part was being worked on recently. So um, I I would imagine it will come very soon not 2.80, but very soon And juliet asks my question will be regarding drivers. It's possible to add random value to the drivers expression Um, well not random. Well, you can yeah, you can use python to add random numbers. So that should be very simple just like um Python random just uh looks for up for this one and you can basically use any python expression in um In drivers And also you can use the frame number if you use hashtag frame Um, and you will use the frame number so For example, is that still working in the sampling where you can use in advance Like a hashtag frame. Yes. So hashtag frame will use the current frame number. So it's sort of random It's kind of expected, but um, if you use that as a seed for other stuff than it is random That was 3 number 2 matias lind. Is there a blender 2.80 for red hat? CentOS 7.5 will on the horizon You can compile it. I believe you you can also get help in the building blender um section of the dev talk building blender here um, I believe there was already a topic otherwise you can open one and there was a Discussion about dropping 32 bit support And that would actually mean that it will be Possible to like once you assume that everybody's using the same source the same libraries then you can you can support officially red hat and centOS It is actually it's a topic that was mentioned last A couple weeks ago between the developers and there is like there are many studios asking for This for red hat and centOS official support when blender, but I believe you can you can do it otherwise get in touch and right here in the dev talk forums and last question Matias Eriksson Hi, paolo. Hey, bonjour. No, I also know paolo. Hey, bon pomarillo actually Thanks for the great job great show. I'm originally a Maya user for work But I'm using more and more blender instead. I really like the 2.8 version I have one question about snapping the pivot point to edge face of vertex Is it always necessary to select an object or do edit mode? Well, yes, you have to every time you want to edit the mode you have to select the object Let's I can already tell you that I don't know how Maya work. I think it's yeah, you're always in edit mode or something I'm not familiar But I heard that at least with armatures Select what you want to snap the pivot point to set the 3d cursor to that place go to edit mode. So the pivot Go out of edit mode So the pivot to 3d cursor Um, you don't have to always use a 3d cursor like for example, if I want to use the monkey Now I want to snap it to this Vertex, you don't really have to always Use a 3d core so you can just enable snapping use Vertex for example, and then you can just basically snap to anything you don't have to go to the edit mode of the other Of the other Object of the other mesh. So yeah, you can also use empties instead But um, snap the pivot point to For rotation, maybe I shouldn't also be always necessary actually you can do rotation and scale. So if you're doing There if you're rotating You should you could also snap to other objects if that's what I'm mean I know it's a pivot point. So it's like that. Yes. Yeah in that case you could do Yeah, in that case you have to you can do the active element. So if you're in in um In edit mode, you can just do it around the active element. I'm not sure if this is gonna No, it's not gonna work Oh, yeah, oh, that's a nice feature In blender 2.8. You can actually um Have many objects in edit mode So you can select this object and use the pivot point as active element So whatever edge or whatever is active like for example here, then it's going to be used as That's a nice new feature always probably now. What's it possible into point? Sorry, I'm just discovering this thing Um thinking of the new ways of doing it in blender 2.8 You can select two objects enter edit mode Then basically it should change the pivot point to active element And whatever you have as active like a vertex can be active or a face can be active Then you can um You can use it as a pivot point Um, so yeah and snapping and everything else I hope that answers your question. Um Let me know How was it for you this this episode? Sorry for making a bit longer. Sorry if I was a bit uh a bit um Slow I think I'm gonna get uh Seeking some way. I hope not. I hope not Let's hope not So we can see each other next week At the same time. Yeah, let's see if they said the same time or not because it's gonna be um I hope is I don't I don't uh It's not running holidays again because last week I forgot to mention that when I was saying hey I can see you next week that it was actually I'm gonna be um It was gonna be a holiday. So I'm gonna let you know beforehand Take it easy. Thank you very much. How late I am. You're super late an hour late But you can always rewatch this and on the blender youtube channel You can subscribe if you want to see more you can get the little bell one if we want to be notified We don't really post many videos in here in this youtube channel Except when there is a blender conference there is then there is like a many at least two videos per Per day and remember we used to do that or three or four even more. So yeah Let's Meet again, let's continue learning about the all the new stuff that blender 2.8 is bringing and all the improvements and let's try to polish it The best we can for the actual release. We are all very excited about it I hope we can share this excitement and you can see how how everybody is pushing for the best Maybe the decisions sometimes don't match what you were thinking just keep keep pushing keep like uh like really show your Points or just see if there can be worked out in a different way. Maybe We all try to make the best blender Possible. We are not trying to make it slower between seven or like. Yeah, we always try to make it the best we can That being said I will live again if you're using headphones By the way, watch out because we here we go with style, right? We go in five four three That's what I call style All right, thank you everyone. It's been awesome to see you again. I'll see you again next week Monday 5 p.m. Central European almost. Yes. All right. See you. Ciao